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Sacha 'Voodoo' Oropeza

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Everything posted by Sacha 'Voodoo' Oropeza

  1. It would be a pleasure to have your insights within the dev' team. For the record, we also have real world Apache pilots involved in the project whome are also sharing some informations such as real life experiences, systems and procedures. My goal is to bring the original mod to a next level as close as a proper simulator hence I'm totally up to bring in more contributors. Again, this wouldn't have been possible without Nodunit & Franze original work.
  2. Hello everyone, Altough I've been pretty silent and busy for the past months regarding the project, I'd like to show you some of the stuff I've been working on lately. Be aware that the project is still on going. The current code on the v1.43+ version is being reorganized and some features are currently getting improved or ninja fixed by the time the v2.0 comes out with a brand new code which would be CBA dependent. Moreover, I'm currently looking for other devs (C# coders & RTD developper for flight model designer); anyone willing to join this ambitous project is free to contribute via GitHub trough the project page. Also, stay tuned on the project by joining the dedicated Discord server here.
  3. Hello folks, As follows, this week update as well as the "ready to go" .pbo files with the latest contents (which includes internal & external lights). A lot of bugs are still present on dedicated MP servers, that said, I'd like to thank the community for the support and the testers out there who helped me to identify some bugs. Furthermore I'd like to announce that Brainslush has joined me in the project as a developper. I'm sure he has something great in mind regarding the project. Sound tuning was made with ACE 3 enabled. Wearing a pilot helmet will greatly reduce the sound of the engine, as in real life. Without it, you'll probably get deaf in a matter of minutes. Latest changelog : Added TADS NVG. Reduced PNVS motion sensitivity. Added internal lights. Fixed flares memorypoint. Nodunit & Franze AH-64D Project (v1.43+) - Discord Server Download Nodunit & Franze AH-64D (v1.43+)
  4. No worries mate, I'll send you the .p3d by the end of the week as soon as I get home. That said, I think the .p3d model file is up-to-date on GitHub.
  5. Hello everyone, I've been working on Nodunit & Franze AH-64D (v1.42+ and v1.43+) for the past few months, however I got an issue which I couldn't resolve. I believe the issue is all about the ah64d_init.sqf file which is played as soon as the mission start when the aircraft spawns. The full script can be found here, as well as all the other scripts handled by the aircraft. Here is a small part of how it was coded : Of course while on SP, everything works perfectly, but as soon as you're hitting multiplayer on a dedicated server and a player does join in progress then the doors reopen and the TADS gets stowed again, while being on the middle of a flight. A friend of mine thought about using : But then most of the 3D files couldn't get loaded. Here is the full script : What I would like to achieve is to get the aircraft's doors open and the TADS stow ONCE when it is spawned. Thanks for your help.
  6. AH-64D (v1.43+) shortcuts : Cycle Right MPD Page - Custom User 1 Cycle Left MPD Page - Custom User 2 Gun Tracking - Custom User 3 WAS/Weapon Action Switch - Custom User 4 TSD/FCR Targets Filtering - Custom User 6 TSD Range Setting - Custom User 7 TSD Mode - Custom User 8 PFZ Selection - Custom User 9 IR Jammer Toggle - Custom User 11 RF Jammer Toggle - Custom User 12 Manual/Automatic Jammers Toggle - Custom User 13 ASE Autopage Settings - Custom User 14 IHADSS Mode - Custom User 15 Cycle Waypoint Backward - Custom User 17 Cycle Waypoint Forward - Custom User 18 Toggle Head Tracking - Custom User 19 Crosshair Action - Custom User 20 Toggle FCR On/Off - Salute Sensors Selection - OpticsMode Gun Burst, Rocket Salvo, Hellfire Trajectory - Binocular PNVS Control - Analog Look
  7. It should be already compatible regarding refuels.
  8. No performance hit whatsoever as it doesn't use any additional script but the official A3 config. Going solid 60+ FPS, with 10 clicks on both visibility and objects display.
  9. Hey mate, let me know if you can take a look at the flight computer keypad and the right panel misaligned backlight so I'll send you the current "fza_ah64d_b2.p3d" that I reworked regarding many memorypoints concerning flares and lights. I'm guessing the backlight textures alignement lays in there ?
  10. I think I'm almost done with the cockpit lights rendering. Also, note that the lights are reflecting on pilots bodies and those are as well seen from the external POV at very close range.
  11. Just some internal light sources being created. Nodunit inspired me pretty much on this one, so here is the in game rendering. Also, the flight computer numpad letters are misaligned. I don't know yet how I'll fix those even though I got a little idea, Nodunit would be welcome for this one.
  12. Hello gents, I'd like to thank Franze once again for his fast fixes. The AH-64D (v1.43+) is now live, A3 x64 compatible and .pbo ready (link below). Also, the AH-64D (v1.43+) GitHub is up-to-date on both "dev" and "master" branch. As follows, the usual changelog : Replaced chaffs by flares. Enhanced startup and shutdown sound. Various volume tweaks. Added external lights. New optic effects for PLT. Nodunit & Franze AH-64D Project (v1.43+) - Discord Server Download Nodunit & Franze AH-64D (v1.43+)
  13. Alright mate, so I was affraid about reading all over again the v1.43 config.cpp class by class to check if you would have created/edited other entries in there. Apparently not, so I'll just pick the .p3d files you resaved and apply also your code edition. Also, I'm available on Discord, feel free to hop in anytime. Thanks for your precious help.
  14. Franze, Nodunit, have you guys changed other things concerning v1.43 on top of the lines you posted ? The RPT appears to be much more lighter than before according to ShiftyFR. Perhaps some 3D files aswell ?
  15. Changes will be done Saturday on the v1.42+ being v1.43+ with the scheduled additional changes.
  16. Changes will be done Saturday on the v1.42+ being v1.43+ with the scheduled additional changes.
  17. Of course, that is understandable. I'm affraid it will require some time to get it fixed on the 64bits version. We still have no clue about what's going on regarding thoses crashes as the RPT doesn't really tell us anything, according to ShiftyFR. I'm not home yet, so I can't investigate until tomorrow evening. Franze made the whole scripting part on the bird, so he's pretty much the one and only who deeply understand every lines and correlations between the scripts. We may require other devs in order to get things sorted.
  18. The changelog has been rewrited on the GitHub. It seems the one currently published on Armaholic is the old one. New changes are to be expected in the following week-end.
  19. Not to mention most of the bugs have greater impact upon multiplayer. In the end, the bird may be bug free if you choose to stick to SP only as most of the bugs concern MP which is where my attention goes on first.
  20. I had to go for other sounds mainly because, as far as I know (and I do hope I'm wrong here), there is just one sound used per weapon. That means people on the ground would hear the sound which is played from the cockpit = immersion breakdown so I had to go for more concessions here, by picking external sounds which are also used in the cockpit, but still sound good enough. I guess this is the same setup even for vanilla A3 aircrafts = just one sound for each kind of weapon. The previous sounds set which is shown on one of my Youtube footage are still in the .pbo but those are simply not script called. I'm thinking about a way to get very disctinct sounds from 1st to 3rd person view upon shooting as I consider sounds one of the biggest immersion factor while in game.
  21. Indeed, my bad on this one, the download link with the ready-to-go .pbo file doesn't have the prime.rvmat fix in it simply because I totally forgot to apply ShiftyFR's fix on my local setup as I'm usually the only one to work on the bird. That means I usually don't download the full GitHub setup when I do changes, which makes sense. However the GitHub master branch link has the fix within. I'll apply the fix on my local setup when I'll get back home by the end of the week.
  22. I do recommend you to stay tuned on the GitHub since you'll get the very last update as soon as I release it. However you'll have to compile the .pbo yourself using PBO Manager v1.4, that's the only downside of it. Anyway, rest assured, I do publish a changelog everytime I do updates. Finally, if you want to follow the project, feel free to join the Discord server.
  23. Exterior lights design and tuning are now finished. I'll made a video once I'm back home before the next release. Further work on those would be effects improvements (as for the flashing anti-collision lights which are not spreading the light on the ground and other surfaces yet for instance) as NightIntruder managed to do. I'll proceed to the internal lights afterwards. I'm also thinking about creating flare pods which would be placed at the same spots than the current ATAS. That said I haven't done 3D before... I think it's the time for the community to kick in. The idea would be to allow flares dispense only if you have those pods on, while keeping the original chaffs dispenser. That means I'll have to create a second CMFlares class for those. I don't know yet if that would work since as far as I know, all aircrafts on A3 uses just one dispenser.
  24. Hey guys, Things are still going on as I finally managed to partially understand Oxygen 2 and its memory points creation. As follows, exterior lights design in progress (WIP), looking forward NightIntruder's settings for those for the sake of realism, and the new pilot optics (NVG/FLIR/DTV).
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